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3.10.4_game_effects.log
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3.10.4_game_effects.log
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[16:14:52][game_application.cpp:2109]:
== EFFECT DOCUMENTATION ==
tooltip - Just a tooltip
Supported Scopes: all
win - The scoped country wins the game
win = yes
Supported Scopes: country
hidden_effect - Prevents enclosed effects from being displayed in tooltip
hidden_effect = { <effects> }
Supported Scopes: all
custom_tooltip - Displays a specific localization string in tooltip
custom_tooltip = <string>
Supported Scopes: all
if - Executes enclosed effects if limit criteria are met
if = { limit = { <triggers> } <effects> }
Supported Scopes: all
end_all_treaties_with - Ends all treaties with the target
end_all_treaties_with = <target>
Supported Scopes: country
random_list - Picks one random set of effects from a list, influenced by relative weight
random_list = { 50 = { <effects> } 20 = { <effects> } 30 = { <effects> } 999 = { <effects> } }
Supported Scopes: all
locked_random_list - Picks one random set of effects from a list, influenced by relative weight once per event scope
locked_random_list = { 50 = { <effects> } 20 = { <effects> } 30 = { <effects> } 999 = { <effects> } }
Supported Scopes: all
remove_deposit - Remove resource deposit on the scoped planet or deposit, does not fire on_cleared if used on a blocker
remove_deposit = <key/yes>
Supported Scopes: planet deposit astral_rift
add_blocker - Adds a blocker to a planet, with some control over what it is set to block (add_deposit will add a random planetary deposit to block)
add_blocker = {
type = <key>
blocked_deposit = none (default)/<deposit scope - copies the type to the blocked deposit but any flags or variables are lost>/random
}
Supported Scopes: planet
set_owner - Instantly sets the owner of the scoped planet/fleet/army/starbase to target country
set_owner = <target>
Supported Scopes: megastructure planet fleet leader army starbase
unemploy_pop - Fires scoped pop from its job
unemploy_pop = yes
Supported Scopes: pop
check_planet_employment - Immediately runs a job evaluation on the planet, firing and employing pops as needed
check_planet_employment = yes
Supported Scopes: planet
change_species_portrait - Changes the portrait of the species in scope.
change_species_portrait = <key or species event target>
Supported Scopes: species
clear_pop_category - Resets category of a pop
clear_pop_category = yes
Supported Scopes: pop
add_random_non_blocker_deposit - Adds random non-blocker resource deposit to the scoped planet
add_random_non_blocker_deposit = yes
Supported Scopes: planet
remove_last_built_building - Removes last built building from the scoped planet
remove_last_built_building = yes
Supported Scopes: planet
remove_all_buildings - Removes all buildings from the scoped planet
remove_all_buildings = yes
Supported Scopes: planet
repair_all_buildings - Repairs all ruined buildings on the scoped planet
repair_all_buildings = yes
Supported Scopes: planet
downgrade_all_buildings - Downgrades all non-capital buildings on the scoped planet/country. Leaves tier 1 buildings untouched.
downgrade_all_buildings = yes
Supported Scopes: planet country
downgrade_buildings_of_type - Downgrades all buildings of a specified type on the planet/country.
downgrade_buildings_of_type = yes
Supported Scopes: planet country
validate_and_repair_planet_buildings_and_districts - Replace/removes all invalid (potential trigger not fulfilled) buildings and districts, then repairs all ruined buildings on the scoped planet
validate_and_repair_planet_buildings_and_districts = yes
Supported Scopes: planet
remove_holding - Removes a specific holding from the scoped planet
remove_holding = { holding = <key> owner = <owner> }
Supported Scopes: planet
add_holding - Begins construction of a specific holding on the scoped planet
add_holding = { holding = <key> owner = <owner> }
Supported Scopes: planet
give_technology - Instantly gives a specific tech to the scoped country
give_technology = { tech = tech_desert_colonization message = yes }
Supported Scopes: country
add_building - Begins construction of a specific building on the scoped planet
add_building = <key>
Supported Scopes: planet
ruin_building - Ruins a single instance of a specific building on the scoped planet
ruin_building = <key>/random_no_capital
Supported Scopes: planet
disable_building - Disables a single instance of a specific building on the scoped planet
disable_building = <key>
Supported Scopes: planet
change_background_ethic - Changes the background ethic of a leader
change_background_ethic = <key>
Supported Scopes: leader
change_background_job - Changes the background job of a leader
change_background_job = <key>
Supported Scopes: all
add_planet_devastation - Instantly adds devastation to scoped planet
add_planet_devastation = 5
Supported Scopes: planet
create_half_species - Creates a new pop from a half-species on the planet
create_half_species = { species_one = <target> species_two = <target> country = <target> (used for triggered costs) }
Supported Scopes: all
set_immortal - Sets the scoped leader immortal. The 'no' case will not override immortality granted by species characteristics (but will disable immortality granted by this effect).
set_immortal = yes
Supported Scopes: leader
freeze_leader_age - Freezes the scoped leader's age. The 'no' case will disable the freeze granted by this effect.
freeze_leader_age = yes
Supported Scopes: leader
calculate_modifier - Forces target planet or country to calculate its internal modifier
calculate_modifier = yes
Supported Scopes: planet country
establish_branch_office - Establish branch office on scoped planet for target country
establish_branch_office = <target>
Supported Scopes: planet
close_branch_office - Close branch office on scoped planet
close_branch_office = yes
Supported Scopes: planet
clear_blockers - Removes all blockers from the scoped planet
clear_blockers = yes
Supported Scopes: planet
set_built_species - Changes the built species of the scoped object
set_built_species = <target>
Supported Scopes: country
set_first_contact_flag - Sets an arbitrarily-named flag on the scoped first contact site
set_first_contact_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects)
Supported Scopes: first_contact
set_situation_flag - Sets an arbitrarily-named flag on the scoped situation
set_situation_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects)
Supported Scopes: situation
set_agreement_flag - Sets an arbitrarily-named flag on the scoped agreement
set_agreement_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects)
Supported Scopes: agreement
set_federation_flag - Sets an arbitrarily-named flag on the scoped federation
set_federation_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects)
Supported Scopes: federation
set_country_flag - Sets an arbitrarily-named flag on the scoped country
set_country_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects)
Supported Scopes: country
set_planet_flag - Sets an arbitrarily-named flag on the scoped planet
set_planet_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects)
Supported Scopes: planet
set_fleet_flag - Sets an arbitrarily-named flag on the scoped fleet
set_fleet_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects)
Supported Scopes: fleet
set_ship_flag - Sets an arbitrarily-named flag on the scoped ship
set_ship_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects)
Supported Scopes: ship
set_astral_rift_flag - Sets an arbitrarily-named flag on the scoped astral rift
set_astral_rift_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects)
Supported Scopes: astral_rift
remove_first_contact_flag - Removes a flag from the scoped first contact site
remove_first_contact_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects)
Supported Scopes: first_contact
remove_situation_flag - Removes a flag from the scoped situation
remove_situation_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects)
Supported Scopes: situation
remove_agreement_flag - Removes a flag from the scoped agreement
remove_agreement_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects)
Supported Scopes: agreement
remove_federation_flag - Removes a flag from the scoped federation
remove_federation_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects)
Supported Scopes: federation
remove_country_flag - Removes a flag from the scoped country
remove_country_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects)
Supported Scopes: country
remove_planet_flag - Removes a flag from the scoped planet
remove_planet_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects)
Supported Scopes: planet
remove_fleet_flag - Removes a flag from the scoped fleet
remove_fleet_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects)
Supported Scopes: fleet
remove_ship_flag - Removes a flag from the scoped ship
remove_ship_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects)
Supported Scopes: ship
remove_astral_rift_flag - Removes a flag from the scoped astral rift
remove_astral_rift_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects)
Supported Scopes: astral_rift
every_owned_ship - Iterate through each ship in the fleet or controlled by the country - executes the enclosed effects on all of them for which the limit triggers return true
every_owned_ship = { limit = { <triggers> } <effects> }
Supported Scopes: country fleet
random_owned_ship - Iterate through each ship in the fleet or controlled by the country - executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly.
random_owned_ship = {
limit = { <triggers> }
weights = { (optional - adds weights to affect the chance a specific object is selected)
base = float
modifier = { <add/factor = float> <triggers> }
}
<effects>
}
Supported Scopes: country fleet
create_species - Creates a new species
create_species = {
name = <string>/random/scope
plural = <string>
class = <species class key>/random/random_non_machine/scope
portrait = <random/portrait id>
homeworld = <target>
traits = { <specific/random traits> }
sapient = <Y/N, determines if species is pre-sapient>
is_mod = <Y/N, determines if species is a modification of another>
immortal = <Y/N, determines if species leaders are immortal>
can_be_modified = <Y(default)/N/this>
gender = <species>/male/female/indeterminate/not_set
clear_parent_species_link = yes/no (default: no)
allow_negative_traits = yes/no (default: yes)
namelist = random/random_class/scope
effect = {}
}
Supported Scopes: all
create_country - Creates a new country
create_country = {
name = <string/random>
adjective = <string>
contact_rule = <string>
type = <key>
auto_delete = <bool>
name_list = <key>
ship_prefix = <string>
authority = <key>
civics = random / { civic = <key> civic = random }
species = <target>
flag = <random / { icon = { category = <key> file = <filename.dds> } background = { category = <key> file = <filename.dds> } colors = { <key> <key> } }
ethos = <random / { ethic = <key> ethic = <key> }>
restrictions = { <restrictions, see "common\governments\readme_requirements.txt"> }
set_capital_from_species = yes/no
effect = { <effects executed on country> }
}
Supported Scopes: all
create_fleet - Creates a new fleet
create_fleet = { name = <string> effect = { <create_ship, set_owner, set_location etc effects go here> } }
Supported Scopes: all
create_army - Creates a new army
create_army = {
name = <string>
owner = <target>
species = <target>/random
type = <key>
}
Supported Scopes: planet
modify_army - Modifies army with parameters:
modify_army = {
name = <string>
owner = <target>
species = <target>/random
type = <key>
}
Supported Scopes: army
set_location - Sets the fleet/ambient object's location, can be fine-tuned
set_location = <target>
set_location = {
target = <target>
distance = <int/random>
angle = <int/random>
direction = <in_system/out_system>
}
Supported Scopes: fleet ambient_object
create_ship - Creates a new ship
create_ship = {
name = <string/random>
design = <ship design key/target/last_created_design, or use random_existing_design>
random_existing_design = <ship size key>
graphical_culture = <graphical culture key>
prefix = <Y/N, determines if ship name should use owner country prefix>
colonizer_species = <species, default: fleet owner founder species>
}
Supported Scopes: fleet starbase
set_awareness - Sets awareness for the scoped (pre-FTL) country
set_awareness = 52.3
Supported Scopes: country
add_awareness - Adds awareness to the scoped (pre-FTL) country
add_awareness = 12.3
Supported Scopes: country
create_pop - Creates a new pop on the scoped planet
create_pop = {
species = <target / key>
ethos = <random / target / { ethic = <key> ethic = <key> count = <number> (optional) }>
}
Supported Scopes: planet
create_colony - Creates a colony on the scoped planet
create_colony = {
owner = <target>
species = <target / key>
ethos = <random / target / { ethic = <key> ethic = <key> }>
}
Supported Scopes: planet
set_capital - Sets the scoped planet to be the capital of its owner country
set_capital = yes
Supported Scopes: planet
change_pc - Changes the class of the scoped planet
change_pc = <class/random list>
change_pc = { class = <class/random list> inherit_entity = yes }
Supported Scopes: planet
start_terraform_process - Starts terraforming process of scoped planet
start_terraform_process = <class/random list>
start_terraform_process = { class = <class/random list> inherit_entity = yes }
Supported Scopes: planet
set_star_class - Sets the star's star class, affecting system and galactic map graphics and potentially modifiers. Also changes the planet class of the system's primary star.
set_star_class = <star class>
Supported Scopes: galactic_object
random_country - Iterate through all countries - executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly.
random_country = {
limit = { <triggers> }
weights = { (optional - adds weights to affect the chance a specific object is selected)
base = float
modifier = { <add/factor = float> <triggers> }
}
<effects>
}
Supported Scopes: all
random_pop - Executes enclosed effects on a random pop that meets the limit criteria. Warning: deprecated, use random_owned_pop
random_pop = { limit = { <triggers> } <effects> }
Supported Scopes: planet
kill_pop - Instantly destroys the scoped pop
kill_pop = yes
Supported Scopes: pop
destroy_colony - Destroys the colony on the scoped planet
destroy_colony = yes
Supported Scopes: planet
add_experience - Adds a sum of experience points to the scoped leader
add_experience = 200
Supported Scopes: leader
set_ring - Adds or removes a planetary ring around the scoped planet
set_ring = no
Supported Scopes: planet
create_mining_station - Creates a mining station in orbit of the scoped planet
create_mining_station = { owner = <target> }
Supported Scopes: planet astral_rift
create_research_station - Creates a research station in orbit of the scoped planet
create_research_station = { owner = <target> }
Supported Scopes: planet astral_rift
set_pop_flag - Sets an arbitrarily-named flag on the scoped pop
set_pop_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects)
Supported Scopes: pop
remove_pop_flag - Removes a flag from the scoped pop
remove_pop_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects)
Supported Scopes: pop
every_owned_pop - Iterate through all owned pops - executes the enclosed effects on all of them for which the limit triggers return true
every_owned_pop = { limit = { <triggers> } <effects> }
Supported Scopes: planet country pop_faction sector
set_name - Sets the name of the scoped country/planet/ship/fleet/leader/army/system/pop faction
set_name = <string>
Supported Scopes: megastructure planet country ship fleet galactic_object leader army pop_faction war federation sector first_contact
set_adjective - Sets the adjective of the scoped country
set_adjective = <string>
Supported Scopes: country
set_ship_prefix - Sets the ship prefix of the scoped country
set_ship_prefix = <string>
Supported Scopes: country
add_modifier - Adds a specific modifier to the scoped object for a set duration
add_modifier = {
modifier = <key>
days/months/years = <int, -1 (default) means it never expires>
multiplier = <float>/<variable> (optional)
time_multiplier = <variable> (optional: days/months/years value is multiplied by the value of this variable)
clear_on_owner_change = yes (optional: default no; clears modifier if planet/system/megastructure's owner changes)
}
Supported Scopes: megastructure planet country ship pop fleet galactic_object pop_faction federation spy_network espionage_operation astral_rift
reduce_hp - Reduces the hull points of the scoped ship by a specific amount
reduce_hp = 120
Supported Scopes: ship
reduce_hp_percent - Reduces the hull points of the scoped ship by a relative amount
reduce_hp_percent = 0.25
Supported Scopes: ship
repair_ship - Restores all hull points to the scoped ship
repair_ship = yes
Supported Scopes: ship
set_surveyed - Sets the planet/astral rift or system as un/surveyed by target country
set_surveyed = { surveyed = yes surveyor = <target> }
Supported Scopes: planet galactic_object astral_rift
set_visited - Sets the target system as 'visited' (i.e. low system intel on the map)
set_visited = <target>
Supported Scopes: country
destroy_country - Destroys the scoped country
destroy_country = yes
Supported Scopes: country
set_variable - Sets or creates an arbitrarily-named variable with a specific value in the current scope
set_variable = { which = <string> value = <float>/<variable>/<scope.variable>/trigger:<trigger> }
Supported Scopes: megastructure planet country ship pop fleet galactic_object leader army ambient_object species bypass pop_faction war federation starbase deposit sector archaeological_site first_contact spy_network espionage_operation espionage_asset agreement situation astral_rift
clear_variable - Clears a previously-set variable from the game.
clear_variable = <string>
Supported Scopes: megastructure planet country ship pop fleet galactic_object leader army ambient_object species bypass pop_faction war federation starbase deposit sector archaeological_site first_contact spy_network espionage_operation espionage_asset agreement situation astral_rift
round_variable - Rounds a previously-set variable to the closest integer.
round_variable = <string>
Supported Scopes: megastructure planet country ship pop fleet galactic_object leader army ambient_object species bypass pop_faction war federation starbase deposit sector archaeological_site first_contact spy_network espionage_operation espionage_asset agreement situation astral_rift
floor_variable - Rounds a previously-set variable down to the previous integer.
floor_variable = <string>
Supported Scopes: megastructure planet country ship pop fleet galactic_object leader army ambient_object species bypass pop_faction war federation starbase deposit sector archaeological_site first_contact spy_network espionage_operation espionage_asset agreement situation astral_rift
ceiling_variable - Rounds a previously-set variable up to the next integer.
ceiling_variable = <string>
Supported Scopes: megastructure planet country ship pop fleet galactic_object leader army ambient_object species bypass pop_faction war federation starbase deposit sector archaeological_site first_contact spy_network espionage_operation espionage_asset agreement situation astral_rift
export_modifier_to_variable - Exports the value of a specified modifier in the current scope to a specified variable.
export_modifier_to_variable = { modifier = pop_growth_speed_reduction variable = <string> }
Supported Scopes: megastructure planet country ship pop fleet galactic_object leader army species pop_faction
export_modifier_duration_to_variable - Exports the remaining duration of a specified modifier in the current scope to a specified variable.
export_modifier_duration_to_variable = { modifier = modifier_name variable = <string> }
Supported Scopes: planet country pop fleet
export_trigger_value_to_variable - Exports the value of a trigger to a specified variable (so for num_pops, it'll export the number of pops).
export_trigger_value_to_variable = {
trigger = pop_produces_resource
parameters = { resource = energy } (optional: specify extra parameters for triggers with { }
variable = <string> (this example will print the amount of energy the pop produces to a variable)
rounded = yes (default: no)
}
Supported Scopes: megastructure planet country ship pop fleet galactic_object leader army ambient_object species bypass pop_faction war federation starbase deposit sector archaeological_site first_contact spy_network espionage_operation espionage_asset agreement situation astral_rift
export_resource_stockpile_to_variable - Exports the value of the current country's stockpile of the specified resource to a variable.
export_resource_stockpile_to_variable = { resource = energy variable = <string> }
Supported Scopes: country
export_resource_income_to_variable - Exports the value of the current country's monthly income of the specified resource to a variable.
export_resource_income_to_variable = { resource = energy variable = <string> }
Supported Scopes: country
set_variable_to_random_value - Sets a variable to a random value within the specified bounds.
set_variable_to_random_value = { which = <some_variable> min = -100 max = 100 rounded = yes/no }
Supported Scopes: megastructure planet country ship pop fleet galactic_object leader army ambient_object species bypass pop_faction war federation starbase deposit sector archaeological_site first_contact spy_network espionage_operation espionage_asset agreement situation astral_rift
remove_global_flag - Removes a global flag
remove_global_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects)
Supported Scopes: all
set_global_flag - Sets an arbitrarily-named global flag
set_global_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects)
Supported Scopes: all
change_variable - Increments a previously-set variable by a specific amount
change_variable = { which = <string> value = <float>/<variable>/<scope.variable>/trigger:<trigger> }
Supported Scopes: megastructure planet country ship pop fleet galactic_object leader army ambient_object species bypass pop_faction war federation starbase deposit sector archaeological_site first_contact spy_network espionage_operation espionage_asset agreement situation astral_rift
every_galaxy_pop - Executes enclosed effects for every pop in the game that meet the limit criteria
every_galaxy_pop = { limit = { <triggers> } <effects> }
Supported Scopes: all
every_country - Iterate through all countries - executes the enclosed effects on all of them for which the limit triggers return true
every_country = { limit = { <triggers> } <effects> }
Supported Scopes: all
every_playable_country - Iterate through all playable countries - executes the enclosed effects on all of them for which the limit triggers return true
every_playable_country = { limit = { <triggers> } <effects> }
Supported Scopes: all
random_playable_country - Iterate through all playable countries - executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly.
random_playable_country = {
limit = { <triggers> }
weights = { (optional - adds weights to affect the chance a specific object is selected)
base = float
modifier = { <add/factor = float> <triggers> }
}
<effects>
}
Supported Scopes: all
set_event_locked - Silently disables the scoped fleet to prevent player action, remember to unlock at the end of the event
set_event_locked = no
Supported Scopes: fleet
clear_orders - Clears all fleet orders from the scoped fleet
clear_orders = yes
Supported Scopes: fleet
order_forced_return - Forces scoped fleet to retreat to friendly territory
order_forced_return = yes
Supported Scopes: fleet
declare_war - Declares war between the scoped country and target country
declare_war = {
target = <target country>
name = <optional war name>
attacker_war_goal = <war goal>
}
Supported Scopes: country
set_star_flag - Sets an arbitrarily-named flag on the scoped system
set_star_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects)
Supported Scopes: galactic_object
remove_star_flag - Removes a flag from the scoped system
remove_star_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects)
Supported Scopes: galactic_object
set_army_flag - Sets an arbitrarily-named flag on the scoped army
set_army_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects)
Supported Scopes: army
set_deposit_flag - Sets an arbitrarily-named flag on the scoped deposit
set_deposit_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects)
Supported Scopes: deposit
set_war_flag - Sets an arbitrarily-named flag on the scoped war
set_war_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects)
Supported Scopes: war
set_starbase_flag - Sets an arbitrarily-named flag on the scoped starbase
set_starbase_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects)
Supported Scopes: starbase
set_sector_flag - Sets an arbitrarily-named flag on the scoped sector
set_sector_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects)
Supported Scopes: sector
set_archaeology_flag - Sets an arbitrarily-named flag on the scoped arc site
set_archaeology_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects)
Supported Scopes: archaeological_site
set_spynetwork_flag - Sets an arbitrarily-named flag on the scoped spy network
set_spynetwork_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects)
Supported Scopes: spy_network
set_espionage_asset_flag - Sets an arbitrarily-named flag on the scoped espionage asset
set_espionage_asset_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects)
Supported Scopes: espionage_asset
remove_army_flag - Removes a flag from the scoped army
remove_army_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects)
Supported Scopes: army
remove_deposit_flag - Removes a flag from the scoped deposit
remove_deposit_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects)
Supported Scopes: deposit
remove_war_flag - Removes a flag from the scoped war
remove_war_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects)
Supported Scopes: war
remove_starbase_flag - Removes a flag from the scoped starbase
remove_starbase_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects)
Supported Scopes: starbase
remove_sector_flag - Removes a flag from the scoped sector
remove_sector_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects)
Supported Scopes: sector
remove_archaeology_flag - Removes a flag from the scoped arc site
remove_archaeology_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects)
Supported Scopes: archaeological_site
remove_spynetwork_flag - Removes a flag from the scoped spy network
remove_spynetwork_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects)
Supported Scopes: spy_network
remove_espionage_asset_flag - Removes a flag from the scoped espionage asset
remove_espionage_asset_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects)
Supported Scopes: espionage_asset
set_spawn_system_batch - Optimizes the calls for spawn_system effect.
Spawn system should be located in a block between Begin and End.
Begin: set_spawn_system_batch = begin
End: set_spawn_system_batch = end
Supported Scopes: all
spawn_system - Spawns a new system at a position relative to the scoped system/planet/ship.
spawn_system = { min_jumps = <value> max_jumps = <value> min_distance = <int 0-100> max_distance = <int 0-100> initializer = <key for pre-defined system>/random hyperlane=<yes/no> is_discovered=<yes/no>}
Supported Scopes: megastructure planet ship fleet galactic_object starbase no_scope
create_nebula - Creates a new Nebula with a given radius centered around the current system.
create_nebula = {
name = <name> (loc synced, optional - default is random)
radius = 100
effect = { <effects on every system in the new nebula> }
}
Supported Scopes: galactic_object
dismantle - Dismantles the scoped orbital station (fleet)
dismantle = yes
Supported Scopes: fleet
set_advisor_active - Enables or disables the VIR window pop-in
set_advisor_active = no
Supported Scopes: country
save_event_target_as - Saves the current scope as an arbitrarily-named target to be referenced later in the (unbroken) event chain
save_event_target_as = <string>/<string@scope>
Supported Scopes: all
save_global_event_target_as - Saves the current scope as an arbitrarily-named target to be referenced later, accessible globally until cleared
save_global_event_target_as = <string>/<string@scope>
Supported Scopes: all
clear_global_event_target - Deletes the specified saved global target reference
clear_global_event_target = <string>/<string@scope>
Supported Scopes: all
clear_global_event_targets - Deletes all saved global target references
clear_global_event_targets = yes
Supported Scopes: all
store_country_backup_data - Stores a copy of the specified data of the scoped country. The values default to 'no'.
store_country_backup_data = {
flag = <yes/no>
room = <yes/no>
name = <yes/no
ethics = <yes/no>
government = <yes/no>
}
Supported Scopes: country
restore_country_backup_data - Restores backed up data to the scoped country.
See store_country_backup_data for what data can be backed up.
restore_country_backup_data = <yes/no>
Supported Scopes: country
break - Prevents execution of subsequent effects in the same effect block, used with if-statements
break = yes
Supported Scopes: all
set_tutorial_level - Changes the scoped country's tutorial level (0 none, 1 limited, 2 full)
set_tutorial_level = 0
Supported Scopes: country
begin_event_chain - Starts a situation log event chain for target country
begin_event_chain = { event_chain = <key> target = <target> }
Supported Scopes: all
end_event_chain - Ends a specific situation log event chain for the scoped country
end_event_chain = <key>
Supported Scopes: country
queue_actions - Adds actions to the scoped fleet's action queue
queue_actions = { repeat = { <fleet actions> } }
Supported Scopes: fleet
clear_fleet_actions - Clears all queued fleet actions for target fleet
clear_fleet_actions = <target>
Supported Scopes: fleet
destroy_fleet - Destroys the target fleet (with death graphics)
destroy_fleet = <target>
destroy_fleet = {
target=<target>
kill_leader=<yes/no> #default yes
destroy_template=<yes/no> #default no
}
Supported Scopes: all
destroy_and_spawn_debris_for - Sets the current ship or fleet to be destroyed and spawn a debris project for the specified country.
destroy_and_spawn_debris_for = from
Supported Scopes: ship fleet
create_ambient_object - Creates a new ambient object
create_ambient_object = { type = <key> location = <target> }
For VFX use:
create_ambient_object = {
type = <key>
scale = <float>
location = <target>
use_3d_location = <bool, use 3D entity or 2D coordinate of the location entity as base>
entity_offset = {
min = <int>
max = <int>
}
entity_offset_angle = {
min = <int>
max = <int>
}
entity_offset_height = {
min = <int>
max = <int>
}
entity_face_object = star/FROM/etc
entity_scale_to_size = yes/no
play_animation_once = yes/no
target = <target>
duration = <int, days>
}
Supported Scopes: all
destroy_ambient_object - Destroys target ambient object
destroy_ambient_object = <target>
Supported Scopes: all
add_trait - Adds a specific trait to the scoped leader or a random common/negative trait
add_trait = <trait/random_common/random_negative>
Supported Scopes: leader
add_trait_no_notify - Adds a specific trait to the scoped leader or a random common/negative trait
add_trait_no_notify = <trait/random_common/random_negative>. Does not give a notification.
Supported Scopes: leader
remove_trait - Removes a specific trait from the scoped leader, or removes all negative traits
remove_trait = <key/all_negative>
Supported Scopes: leader
remove_all_negative_traits - Removes all negative traits from the scoped leader
remove_all_negative_traits = yes
Supported Scopes: leader
remove_all_positive_traits - Removes all non-negative traits from the scoped leader
remove_all_positive_traits = yes
Supported Scopes: leader
remove_all_traits - Removes all traits from the scoped leader
remove_all_traits = yes
Supported Scopes: leader
modify_species - Creates a new, modified species based on an already-extant species
modify_species = {
species = <target> # species to modify
base = <target>/auto/none # new base species; default: auto (uses species)
add_trait = <key> # optional, can specify multiple
remove_trait = <key> # optional, can specify multiple
add_traits_at_start_of_list = yes # optional, pushes out other traits if needed
ideal_planet_class = <target or pc_name> # optional
change_scoped_species = yes/no # modify scoped pops/planet/leader/country; default: yes
portrait = <target or portrait name> # optional
effect = { SCOPE_SPECIES } # optional effect to run on the resulting new species, is executed after any handling of change_scoped_species
}
Supported Scopes: planet country pop leader species
add_opinion_modifier - Adds a specific opinion modifier for the scoped country towards target country
add_opinion_modifier = { modifier = <key> who = <target> }
Supported Scopes: country
establish_contact - Establishes first contact between the scoped country and target country at the set location
establish_contact = { who = <target> location = <target> }
Supported Scopes: country
set_hostile - Sets the target country as hostile. This will work on countries you don't have comms with, unlike set_faction_hostility.
set_hostile = from
Supported Scopes: country
set_faction_hostility - Sets the aggro state of the scoped faction-type country
set_faction_hostility = { target = country set_hostile = yes set_neutral = no set_friendly = no }
Supported Scopes: country
set_market_leader - Set scoped country as the current Galactic Market leader. set_market_leader = <yes/no>
Supported Scopes: country
random_system_planet - Iterate through each planet (colony or not) in the current system - executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly.
random_system_planet = {
limit = { <triggers> }
weights = { (optional - adds weights to affect the chance a specific object is selected)
base = float
modifier = { <add/factor = float> <triggers> }
}
<effects>
}
Supported Scopes: galactic_object
add_event_chain_counter - Increments (or decrements with negative values) an event chain counter for the scoped country by a specific amount
add_event_chain_counter = { event_chain = <key> counter = <key> amount = <int>/<variable> }
Supported Scopes: country
add_anomaly - Adds a specific anomaly category to the scoped planet
add_anomaly = {
category = <key>
target = target:country }
Supported Scopes: all
set_disable_at_health - Sets the scoped ship to become disabled at a certain hull point percentage
set_disable_at_health = <0-1 float>
Supported Scopes: ship
remove_building - Removes a single instance of a specific building from the scoped planet
remove_building = <key>
Supported Scopes: planet
change_planet_size - Increases or reduces the size of the scoped planet by a specified amount
change_planet_size = <+/- int>
Supported Scopes: planet
every_deposit - Iterate through each deposit on the planet - executes the enclosed effects on all of them for which the limit triggers return true
every_deposit = { limit = { <triggers> } <effects> }
Supported Scopes: planet
random_deposit - Iterate through each deposit on the planet - executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly.
random_deposit = {
limit = { <triggers> }
weights = { (optional - adds weights to affect the chance a specific object is selected)
base = float
modifier = { <add/factor = float> <triggers> }
}
<effects>
}
Supported Scopes: planet
set_policy_cooldown - Sets the specified policy group to have a cooldown as if the policy had just been changed.
set_policy_cooldown = <policy group e.g. diplomatic_stance>
Supported Scopes: country
reset_policy_cooldowns - Resets the cooldown period of all policies for a country
reset_policy_cooldowns = yes
Supported Scopes: country
create_point_of_interest - Creates a point of interest for the scoped country at a specific location, associated with an event chain
create_point_of_interest = { id = <key> name = <string> desc = <string> event_chain = <key> location = <target> }
Supported Scopes: planet country ship pop
remove_point_of_interest - Removes a specific point of interest from the scoped country's situation log
remove_point_of_interest = <key>
Supported Scopes: country
set_relation_flag - Sets a relation flag for the scoped country towards target country
set_relation_flag = {
who = <target>
flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects)
}
Supported Scopes: country
remove_relation_flag - Removes a specific relation flag towards target country from the scoped country
remove_relation_flag = {
who = <target>
flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects)
}
Supported Scopes: country
random_moon - Iterate through each moon of the planet - executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly.
random_moon = {
limit = { <triggers> }
weights = { (optional - adds weights to affect the chance a specific object is selected)
base = float
modifier = { <add/factor = float> <triggers> }
}
<effects>
}
Supported Scopes: planet
every_moon - Iterate through each moon of the planet - executes the enclosed effects on all of them for which the limit triggers return true
every_moon = { limit = { <triggers> } <effects> }
Supported Scopes: planet
kill_leader - Kills the scoped leader or leader of the scoped country/fleet/ship/planet/army/first contact system/spy network
kill_leader = {
class = <key, optional, if left out will kill scoped leader, can be used multiple times>
ability = <key, optional, see leader class for list of abilities, will kill leader that has this ability, can be used multiple times>
show_notification = <yes/no>
heir = <yes, optional, if added to type = ruler, will kill heir instead>
fire = yes (default: no; if yes, fires on_leader_fired instead of on_leader_death
}
Supported Scopes: planet country ship fleet leader army
assign_leader - Assigns target leader to the scoped country/fleet/army/
assign_leader = <target>
Supported Scopes: planet country fleet army
set_years_served - Copies years served duration from the target
set_years_served = <target>
Supported Scopes: leader
country_add_ethic - Adds a specific ethic to the scoped country
country_add_ethic = <key>
Supported Scopes: country
country_remove_ethic - Removes a specific ethic from the scoped country
country_remove_ethic = <key>
Supported Scopes: country
set_timed_first_contact_flag - Sets an arbitrarily-named flag on the scoped first contact site for a set duration
set_timed_first_contact_flag = {
flag = <key> (note: one can use <key>@scope e.g. my_flag@from to track relationships between objects)
days/months/years = <int>/<variable>
}
Supported Scopes: first_contact
set_timed_situation_flag - Sets an arbitrarily-named flag on the scoped situation for a set duration
set_timed_situation_flag = {
flag = <key> (note: one can use <key>@scope e.g. my_flag@from to track relationships between objects)
days/months/years = <int>/<variable>
}
Supported Scopes: situation
set_timed_agreement_flag - Sets an arbitrarily-named flag on the scoped agreement for a set duration
set_timed_agreement_flag = {
flag = <key> (note: one can use <key>@scope e.g. my_flag@from to track relationships between objects)
days/months/years = <int>/<variable>
}
Supported Scopes: agreement
set_timed_federation_flag - Sets an arbitrarily-named flag on the scoped federation for a set duration
set_timed_federation_flag = {
flag = <key> (note: one can use <key>@scope e.g. my_flag@from to track relationships between objects)
days/months/years = <int>/<variable>
}
Supported Scopes: federation
set_timed_country_flag - Sets an arbitrarily-named flag on the scoped country for a set duration
set_timed_country_flag = {
flag = <key> (note: one can use <key>@scope e.g. my_flag@from to track relationships between objects)
days/months/years = <int>/<variable>
}
Supported Scopes: country
set_timed_fleet_flag - Sets an arbitrarily-named flag on the scoped fleet for a set duration
set_timed_fleet_flag = {
flag = <key> (note: one can use <key>@scope e.g. my_flag@from to track relationships between objects)
days/months/years = <int>/<variable>
}
Supported Scopes: fleet
set_timed_global_flag - Sets an arbitrarily-named global flag for a set duration
set_timed_global_flag = {
flag = <key> (note: one can use <key>@scope e.g. my_flag@from to track relationships between objects)
days/months/years = <int>/<variable>
}
Supported Scopes: all
set_timed_planet_flag - Sets an arbitrarily-named flag on the scoped planet for a set duration
set_timed_planet_flag = {
flag = <key> (note: one can use <key>@scope e.g. my_flag@from to track relationships between objects)
days/months/years = <int>/<variable>